More suggestions....

For what's not in 'Top Priority Game Design'. Post your ideas, visions, suggestions for the game, rules, modifications, etc.

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Zireael
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More suggestions....

#1 Post by Zireael »

I played up to turn circa 700 in a game that was supposed to be 60 stars (was around 20-30).

My thoughts:
- planet list / ship list is absolutely necessary when you have 3+ planets in every of 30 systems
- is there a way to hide the planets in the sidepanel so that you have only the system summary (the one that sums up all the planets' output and has "importing/exporting"...
- 'available' heading for the buildings shows everything and it gets cluttery when you have many buildings researched; in addition, the order the buildings are displayed makes no sense (up to a point it is alphabetical, then it gets cluttery)
- resource output pie charts or list would be useful
- so would flagging of systems, so that you do not get lost in the systems you own


All thoughts based on rev 4279.

I'm off to play a game with 20 stars, will see if it's really twenty this time.

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eleazar
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Re: More suggestions....

#2 Post by eleazar »

Zireael wrote:… a game that was supposed to be 60 stars (was around 20-30).
are you countng the empty "deep space" star lane nodes, and black holes too?

For the rest, valid points.

Zireael
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Re: More suggestions....

#3 Post by Zireael »

Thanks, clarified the number issue in another thread.

Oh, one more: it would be nice to have "% of victory" (whatever you call it) displayed somewhere prominent. It would make determining if you've colonized 100% planets easier. And newbies would know how good at the game they are.

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eleazar
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Re: More suggestions....

#4 Post by eleazar »

Zireael wrote:Oh, one more: it would be nice to have "% of victory" (whatever you call it) displayed somewhere prominent. It would make determining if you've colonized 100% planets easier. And newbies would know how good at the game they are.
You can have that as a goal, but as far as i know, that's not supposed to be a victory condition.

Zireael
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Re: More suggestions....

#5 Post by Zireael »

So maybe make it a victory condition...

Victory conditions:
a) wipe out enemy empires
b) colonize 100% planets

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eleazar
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Re: More suggestions....

#6 Post by eleazar »

Zireael wrote:So maybe make it a victory condition...

Victory conditions:
a) wipe out enemy empires
b) colonize 100% planets
If there are any enemy empires, you will always achieve a) before b).

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Bigjoe5
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Re: More suggestions....

#7 Post by Bigjoe5 »

eleazar wrote:
Zireael wrote:So maybe make it a victory condition...

Victory conditions:
a) wipe out enemy empires
b) colonize 100% planets
If there are any enemy empires, you will always achieve a) before b).
I believe empires are considered eliminated once they have no more planets or ships.
Warning: Antarans in dimensional portal are closer than they appear.

Zireael
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Re: More suggestions....

#8 Post by Zireael »

And if there are none? I tend to play with 0 AI, ever since I found out they sometimes choose Super Testers...

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eleazar
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Re: More suggestions....

#9 Post by eleazar »

Zireael wrote:...ever since I found out they sometimes choose Super Testers...
You can get rid of them by removing everything from

Code: Select all

Species
    name = "SP_SUPER_TEST"
...
to the end of "species.txt" file.

Zireael
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Re: More suggestions....

#10 Post by Zireael »

One more: if asteroids are there to be mined, why can't we use Heavy Mining on them?

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Bigjoe5
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Re: More suggestions....

#11 Post by Bigjoe5 »

Zireael wrote:One more: if asteroids are there to be mined, why can't we use Heavy Mining on them?
Heavy mining is for planets with large populations. It would be next to useless on asteroids, with 0.1 population (in the future, 0 population).
Warning: Antarans in dimensional portal are closer than they appear.

Zireael
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Re: More suggestions....

#12 Post by Zireael »

Maybe then we ought to have 'Heavy Asteroid Mining' - double output?

dalmedya
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Re: More suggestions....

#13 Post by dalmedya »

Zireael wrote:Maybe then we ought to have 'Heavy Asteroid Mining' - double output?
We already have Advanced Asteroid Mining and Exobots, taking them up to 50 each, which is only exceeded by Deep Core Mining on Tiny worlds... which again aren't good places for Heavy Mining. And then there's the Mineral Rich special, taking a Tiny world to 120. Good times.
Heavy Mining is really only useful if you use low planet density, which basically amounts to 'hard mode'.

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